Condensed tips for beginners?

Given that I'll be able to crank out large numbers of Drill III redcoats at some point, provided I live that long and that redcoats aren't outdated by the time I get there, would it make sense to simply push off any thoughts of war until then? Do I need iron for cannons, or am I going to need trebs and redcoats?

It that sounds unreasonable, should I just hurry the heck up and settle a city on top of an iron resource down in the land that would have eventually been Summerian, creating a great deal of tension between our two nations?

If I do that, I should probably go for Feudalism, and just build a huge pile of CGIII longbows to protect my iron. A bunch of those guys behind walls and on a hill ought to be enough to secure my metal against almost any stack.

Settle on it, grab it, keep it by any means necessary. Supplement your LBs with pikes, crossbows, pikes, knights, pikes, catapults, pikes, macemen... did I mention pikes? AIs are horse-happy, so on defense you have to be spear/pike happy.
 
Heh. That's what I did. Well, sort of.

I couldn't actually settle on it, because Gillgamesh settled a city 2W of it, so I chose a hill 1SE of the Iron and began churning out culture/defensive improvements there. I even eventually build the Hermitage there, as it is an island of white in a sea of purple. The culture, the walls, the castle, the CGIIIDI longbows on a hill (and later muskets and now redcoats) as well as my efforts of maintaining a peaceful and friendly relationship have allowed me to keep that iron.

Joao, after failing to capture a city from me earlier, declared war on Giggles right around the time I had picked up astronomy and was working on Steel. It took about 6 turns before I was asked to join the war against Joao, which I did despite my 0.6 power rating compared to him. What he had in numbers, he still had no answer for a stack of cannons and 10 or so highly promoted muskets to hold the cities. I was only able to to capture two cities, but one of them was his capital, they are both a short galleon trip from my mainland, and the original muskets are now Redcoats. As soon as I can draft up enough of an army, it's go time. He's already suicided dozens of troops into my protective gunpowder units with catastrophic results, and my power rating has quickly become even with his.

I only mention all of this because directly between the two cities I captured is one of Joao's two sources of iron. Soon it will be mine forever. I also sent a spy over to the other side of the continent and destroyed the mine on the other source, just because it was a good thing to do. I could care less if he keeps building pikes or maces, but I'm not thrilled with the hoardes of knights. They don't fare very well against redcoats, but sometimes a single unit gets left out in enemy territory, and enough knights can beat up a single or pair of cannons that weren't able to move into a protected area.
 
I'm playing a LHC game right now, but this seems like the best thread to get an opinion on my situation before tonight, when I want to play the final round. I'm playing Prince/Epic with Fredrick.

Obviously, I started isolated, and am running a hybrid economy, that, along with smart teching, allowed me to get Confucianism, Taoism, Liberalism, and circumnavigation. I invaded Wang Kon, vassalizing him, and destroyed Gandhi, giving me ownership of two continents. Meanwhile, Rome had finished three spaceship pieces while I was still teching Artillery. Rome is a monster, ahead in points, power, culture, and maybe even production. What can I do to win before he does?
 
BakingTheArt, you don't give lots of info on your status. I for example have no clue what the year is or much about the map.

If there is a chance to win via AP (!) or UN you'll probabely should aim for that (unless Rome has more than 50% of world pop) or just buy/draft/even whip yourself a small army to raze some core/coastal cities...
 
Sorry 'bout that.

Screenshots:
Spoiler :
Picture16.jpg

Rome's tech lead, the most depressing thing ever.

Korea and India, + Rome's spaceship.
Picture15.jpg


Also, if you'll notice, I'm playing Warlords, not BtS. Sorry I didn't make that clear.

I could probably capitulate Saladin and Cyrus (See them in the mini-map? They're tiny and hated by everyone) and grab a diplomacy win, but I seriously doubt I'll be able to grab the UN while warring. I could convert to Buddhism, too, to get some cheap diplo points. My main worry is Rome getting the Spaceship launched before I can get an alternative win strategy. My hope was to get Space Race, but as of now, it seems hopeless. It's been said the main strength of human players in Space Race is that they can beeline. Unfortunately, Rome outtechs me without beelining.

Oh, and there's a reason I didn't tech Demo yet. I have the pyramids.
 
You should only adopt buddhism if you want to butter up AC. And he certainly won't vote for you because he'll be your contender.

I still don't see stuff like army strenght and power charts but from what I see about cesar's space race progress I doubt he'll launch that soon. You have plenty of time to build up for war. It seems that when he is out of the way you have won. Only focus on taking out AC. Try to get techs / cash from other civs and only tech military techs (rocketry might not be the best choice tbh) while building your army. I see lots of units being built, that's good. You should probabely get more artillery (in warlords they're much more powerful than in bts (3.17)) and will help you more than infantry most likely.
You should try to have several stacks brought by several fleets to capture/raze several cities at once. That "confuses" the AI and reduces counterattacks. BTW, while AC is at war, he'll make less progress in the space race. I doubt you can bribe someone against him but if you could, it would be great...
 
Demos look good. Let AC tech and build some more space parts while you get your army built. You should be able to surpass him quite easily me thinks...
 
Just played to 1903. Landed a massive stack of Panzers, SAM Infantry, Infantry, Gunships, and Artillery on Roman Shores. Captured one city before Rome's 50,000 Mech Infantry destroyed my stack, and captured Berlin from me. BERLIN! It was defended by 7 Panzers!

EDIT: I'm replaying the round from 1844, and I'll try to win Diplo. I think I waited way to long to invade Rome, I should've beelined Infantry and DoWed him then. I might've been able to catch him with Rifles.
 
Just played to 1903. Landed a massive stack of Panzers, SAM Infantry, Infantry, Gunships, and Artillery on Roman Shores. Captured one city before Rome's 50,000 Mech Infantry destroyed my stack, and captured Berlin from me. BERLIN! It was defended by 7 Panzers!
Hee! This is just a personal observation, but in any game I've ever played, if the other guy has Mech Infantry, it's too late to declare war.

Also, tanks are almost worthless as city defenders. They don't get any defensive bonues.
 
I've beat AIs with mech infantry, with my own mech infantry. With a little help from their friends in the Air Force, mobile artillery, and modern armor.

In fact I tend to do better in modern wars. My production's higher so if I goof on a micro tactic it's not a war-losing mistake. I can almost completely rebuild a stack in a couple of turns and try again.
 
When the appropriate tech is researched and a religion is founded, is the city it was founded in randomly chosen? I founded Christianity the other day, when I went to build the shrine, I wanted to put it in my strongest commerce city (yes, I am getting better at this city specialization concept! :) ) but I couldn't since it wasn't the founding city. I can't t remember even having a choice when the religion was founded.

I don't know if it matters, but my strongest commerce city is my capital.
 
When the appropriate tech is researched and a religion is founded, is the city it was founded in randomly chosen? I founded Christianity the other day, when I went to build the shrine, I wanted to put it in my strongest commerce city (yes, I am getting better at this city specialization concept! :) ) but I couldn't since it wasn't the founding city. I can't t remember even having a choice when the religion was founded.

I don't know if it matters, but my strongest commerce city is my capital.

It is random, but heavily weighted in two ways - first, if you have more than one city, it's very unlikely to get founded in your capital. Also, it's much more likely to go to a city without a religion.

So, the only way to control it is to try and aviod any religion spreading in the city you want it to be founded in.
 
... and more likely to be founded in a city with higher pop than others.

BTW, yanner, getting a shrine in a commerce city is suboptimal im my eyes. I'd rather try to get it founded in a GPFarm - to take more advantage of Wall Street (and other buildings') multiplier - by running merchants. Best is if you get it into your secondary GPFarm (should you have one - or consider making your holy city a secondary GPFarm).
A shrine helps you run a high research rate - which in turn lowers the gold rate. The higher the slider is the less commerce is turned into gold - and isn't multiplied by Wall Street (etc.).

Generally I wouldn't found a religion in the first place (and most players here don't) unless in special circumstances (with taoism being the exception, it is often founded by a player that bulbed philosophy). It takes a lot of resources to spread it and delays other, more important projects like settlers, workers, units, and wonders eventually.
 
Hee! This is just a personal observation, but in any game I've ever played, if the other guy has Mech Infantry, it's too late to declare war.

Also, tanks are almost worthless as city defenders. They don't get any defensive bonues.

Oh no...it can be done. Even if you're backward.

I still remember a game where darius ran away with the game and was close to space. It was an islands game, an every island had about 6-8 cities. Darius had 8. I had two islands. Mech infantry be damned, I took every coastal city he had with marines. I forget the logistics of how I did it then (it was a couple months ago when I'd only started winning monarch ---> emperor), but if I were to do it now I'd use a very large naval stack and fighters/marines, or if somehow nukes aren't banned and he didn't have uranium those. Marines launch the amphibious assault on damaged garrisons (unlike blimps, a decent # of fighters can cut defenders to 1/2 strength, and there's nothing in the game that will defend well vs marines if defending at 1/2 strength), then the city is stocked with CG mechs of your own. I think back then I just beat him with pure marine spam though. Promo advantage = not so easy to attack CG II-III marines even if that's suboptimal.

I recommend keeping it completely amphibious at this point though, unless you have a reliable way to both land and deal with the AI stack without it using railroads to slam a ton of collateral into you. On an islands map there's no choice but amphibious although if they have a border with someone else you could conceivably invade from there and bait them by taking a city and keeping your real stack away from it until it's taken back.

Still, the coastal strike works very well. You can just keep taking cities. As the AI takes them back (if it manages through tough CG units) it will lose units both through direct losses and leaving garrisons behind as it rushes to re-capture its cities. Eventually, its stack runs out and then you start actually keeping cities. Given the speed of modern navies, this process can occur pretty quickly. The reason I prefer it is that you control when/where/how you engage the AI stack, which is very difficult against an intercontinental opponent with rails and a large stack + collateral.

Of course, this necessitates a decent navy, but then again fighters help there too, or alternatively you can hunt down where they're keeping the bulk of the navy and take that down turn 1 (recommended).

Mech infantry aren't all that scary. And on regular land wars air superiority or mobile arty + modern armor with CR can cut them down pretty easily too (or even just modern armor/mechs with spies to drop defenses in many cases, as by then CR III MA isn't impossible). Usually fighters on intercept can be useful though.
 
Does anyone have any rough guidelines as to how big the cities should be and in what era? I am asking because I am playing a game at an easy lever (below Noble) and my cities were growing fast. So I spent alot of time trying to get below the health and happy caps (by teching the appropriate techs, building the appropriate buildings, etc...). I spent my time only addressing this issue that I neglecting other aspects of the game like expanding, etc...For example, I bee-lined to medicine so that I could build a hospital to the healthies. By doing this, I neglected more important techs like Astronomy, etc...

I guess I'm too impatient and want my cities to grow faster or keep up with the other Civs.
 
Best case: all your cities are at happy cap. As simple as that. If a city grows past happy cap, switch a food resource to another city (tile overlap is MM heaven :)), whip it, trade for :)-resources or convert some farms into cottages/workshops, depending on city specialisation.

DON'T compare your cities to AI cities.
 
Best case: all your cities are at happy cap. As simple as that. If a city grows past happy cap, switch a food resource to another city (tile overlap is MM heaven :)), whip it, trade for :)-resources or convert some farms into cottages/workshops, depending on city specialisation.

DON'T compare your cities to AI cities.

Again, thank you.

See bolded - If I do this though, and later on I am now ready to grow again (I have more smilies), I wouldn't want to switch a growing cottage back to a farm. So this would be an option in a commerce or science city, correct?

I see what you are saying though.
 
You should be planning ahead how many cottages a commerce city can work and how many (the fewer the better) farms it needs for that. Is this city at happy cap, work more cottages; less farms, if it is below happy cap, you can work more farms again.

One needs to understand that just high pop isn't worth that much; a city working only farms contributes next to nothing to your empire. That phase is the growing phase of a city.
 
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